Add stress test for memory allocation and free on D3D12

It may not be the root cause of CTS memory leak, but we found some
issues in D3D12 memory allocation for large buffers (> 4M).

The memory allocation is not freed correctly when we call buffer
destroy. When we create a large buffer, it always allocate committed
resources from the system memory and append it to LRU cache, and will
try to free the expired memory in LRU cache when the left memory size
is not enough for the current allocation. When we call buffer destroy,
we remove its heap from LRU cache, release its allocation, but will
add the allocation reference to a delete queue and wait to be freed
together in the next device.tick. At this time, the destroyed memory is
not really released to the system memory. If no tick is triggered during
the buffer allocation and deallocation, these memories will never be
reused again and there will be a memory leak. We need to free these
memories when we detect there is not enough memory, do not wait for
device.tick to do that.

Add a stress case to track the issue, and need to discuss how to fix it.

Bug: dawn:957
Change-Id: Id4bcc97496d372ad7c27c31675327ca12e133217
Reviewed-on: https://dawn-review.googlesource.com/c/dawn/+/55740
Commit-Queue: Hao Li <hao.x.li@intel.com>
Reviewed-by: Corentin Wallez <cwallez@chromium.org>
2 files changed
tree: a7392ff6627c74e0fd437622e71840c06a9dc94b
  1. .vscode/
  2. build_overrides/
  3. docs/
  4. examples/
  5. generator/
  6. infra/
  7. scripts/
  8. src/
  9. third_party/
  10. tools/
  11. .clang-format
  12. .gitattributes
  13. .gitignore
  14. .gn
  15. AUTHORS
  16. BUILD.gn
  17. CMakeLists.txt
  18. codereview.settings
  19. dawn.json
  20. dawn_wire.json
  21. DEPS
  22. DIR_METADATA
  23. LICENSE
  24. OWNERS
  25. PRESUBMIT.py
  26. README.chromium
  27. README.md
README.md

Dawn, a WebGPU implementation

Dawn is an open-source and cross-platform implementation of the work-in-progress WebGPU standard. More precisely it implements webgpu.h that is a one-to-one mapping with the WebGPU IDL. Dawn is meant to be integrated as part of a larger system and is the underlying implementation of WebGPU in Chromium.

Dawn provides several WebGPU building blocks:

  • WebGPU C/C++ headers that applications and other building blocks use.
    • The webgpu.h version that Dawn implements.
    • A C++ wrapper for the webgpu.h.
  • A “native” implementation of WebGPU using platforms' GPU APIs:
    • D3D12 on Windows 10
    • Metal on macOS and iOS
    • Vulkan on Windows, Linux, ChromeOS, Android and Fuchsia
    • OpenGL as best effort where available
  • A client-server implementation of WebGPU for applications that are in a sandbox without access to native drivers

Helpful links:

Documentation table of content

Developer documentation:

User documentation: (TODO, figure out what overlaps with the webgpu.h docs)

Status

(TODO)

License

Apache 2.0 Public License, please see LICENSE.

Disclaimer

This is not an officially supported Google product.